This guide tells you what items to get if you are playing with the Command artifact in Risk of Rain 2.
This guide has two sections. In the section “Limited Stacks” we show you the stacks which have an upper limit. There is no reason to increase these stacks after that upper limit has been reached. In the section “Unlimited Stacks” we show you the stacks you can upgrade indefinitly.
8 x Lens-Maker’s Glasses . Reasoning: 8 x Lens-Maker’s Glasses add 80% to your critical chance. Do not get more than 8 Len’s Maker’s Glasses: Your base critical chance is already 10% and you get another 5% each from your first Predatory Instincts and your first Harvester’s Scythe. So your critical without Lens-Maker’s Glasses is already 20% and with 8 Lens-Maker’s Glasses it is 100%. Critical chance can not increase beyond 100%. Consequently, Stacking more Lens-Maker’s Glasses yields no benefit.
2 x Predatory Instincts. Reasoning: The first Predatory Instincts increases the critical chance by 5%. Stacking more predatory instincts will not increase the critical chance. 2 x Predatory Instincts will grant the maximum number of buffs on each critical strike.
1 x Harvester’s Scythe. Reasoning: The first Harvester’s Scythe increases the critical chance by 5% and grants a heal of 8 multiplied by the proc coefficient upon a critical. Further stacks grant a heal of 4 multiplied by the proc coefficient upong a critical.
1 x Ukulele. Later get 11 x Ukulele. Reasoning: There is a hard cap of 11 x Ukuleles: If you stack more you do not receive additional bonuses.
6 x Paul’s Goat Hoof
1 x Kjaro’s Band
1 x Runald’s Band
1 x AtG Missile Mk. 1. Reasoning: The AtG Missile Mk. 1. is considered as one of the best scaling on-hit item in the game.
0 x Topaz Broaches. The more HP you have, the more Topaz Broaches you need to maintain the barrier.
10 x Tougher Times. Reasoning: The block chance is computed using hyperbolic scaling with a=0,15 so returns are diminishing. For example 10 items give a 60% block chance, 20 items give a 75% block chance, and 60 items give a 90% block chance, …
1 x Hoopoo Feather (or more, depending on your preference).
1 x Wax Quail (or more, depending on your preference).
1 x Death Mark. Later get 3 x Death Mark. Reasoning: The duration of the debuff for the first stack is 7s, each stack after the first increases the duration by another 7s. No other bonuses increase with when the number of stacks is increased beyond 1. We do think 3 x Death Mark is sufficient as it gives a total debuff duration of 21 seconds which should be more than enough.
Get 1 x Chronobauble. Reasoning: The debuf supports Death Mark. The debuf itself is not very useful as it only reduces movement but not attack speed.
Get 1 x Tri-Tip Dagger. Later get max. 10 x Tri-Tip Daggers. Reasoning: The bleed chance is computed linearly: For example 1 item has a chance of 10% to inflict bleed, 10 items have a chance of 100% to inflict bleed. The bleed debuf supports Death Mark.
Get 1 x Sticky Bomb. Later get max. 20 x Sticky Bombs. Reasoning: The chance to stick a bomb to an enemy is computed linearly: For example 1 item has a chance of 5% to stick, 10 items have a chance of 50% to stick, 20 items have a chance of 100% to stick.
Get 1 x Gasoline.
Get 1 x Will-o‘-Wisp.
25 x Ghor’s Tome. Reasoning: 25 x Ghor’s Tome gives a nugget drop chance of 100%.
Late game damage will come from Runald’s Band stacks, Kjaro’s Band stacks, and AtG Missile Mk. 1. Stack those in a 1:1:1 ratio without an upper limit.
More Esoteric Combinations
On kill items like Will-o-Wisp and Gasoline scale linearly both in terms of damage and radius. In late game they may fail to kill and hence fail to cause chain reactions.
Stack Gasolines and Ignition Tanks.
Stack Crowbars and Will-o-Wisp.
Stacks of Razorwire and one Helfire Tincture are the basis of Razorwire builds.